Can you give us an insight into what stage of that process youâ€™re at now?

Weâ€™re in pre-production, although most of our efforts at the moment are focused on the Kickstarter. Adam Brennecke is heading up our production and tasking efforts â€“ heâ€™s where weâ€™ve gotten most of our Kickstarter metrics and planning.

Josh Sawyer is our project lead and heâ€™s laying out world elements, races, and systems, Iâ€™m working on narrative approaches and character concepting â€“ which should be up this week -Rob Nesler is setting up the visual look and feel of the game, and Tim Cain is working on a number of design elements of the game, including basic stats and armor mechanics, as well as ideas for non-combat ability design.

In addition to the folks above, we have a number of other Obsidianites are working on gameplay and graphics, which youâ€™ll see samples of in the days to come.

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Given that freedom to buck trends and to really just make the game you want, what will Project Eternity deliver that many modern RPGs are lacking?

More role-playing in terms of customization of bios, looks, or even how your perceive your character acting â€“ a number of modern RPGs dictate those things to you in the interests of giving you a specific character with a specific voice.

While I think that can make for a better game in some respects, I donâ€™t think it makes for a better RPG. Also, the level of tactics, customization, and system leveling is also something we want to bring to the table, and we want to explore a variety of themes and elements that publishers often shy away from in the interests of not offending anyone.

Iâ€™d argue RPGâ€™ers are a lot more tolerant and accepting of a variety of issues than publishers give them credit for.